unused params

This commit is contained in:
Glenn Maynard
2006-07-28 21:06:13 +00:00
parent 98591e9fc1
commit 3197d4ead9
4 changed files with 4 additions and 4 deletions
+1 -1
View File
@@ -2023,7 +2023,7 @@ unsigned RageDisplay_OGL::CreateRenderTarget( const RenderTargetParam &param, in
if( GLExt.m_bGL_EXT_framebuffer_object ) if( GLExt.m_bGL_EXT_framebuffer_object )
pTarget = new RenderTarget_FramebufferObject; pTarget = new RenderTarget_FramebufferObject;
else else
pTarget = g_pWind->CreateRenderTarget( param, iTextureWidthOut, iTextureHeightOut ); pTarget = g_pWind->CreateRenderTarget();
pTarget->Create( param, iTextureWidthOut, iTextureHeightOut ); pTarget->Create( param, iTextureWidthOut, iTextureHeightOut );
@@ -33,7 +33,7 @@ public:
virtual const VideoModeParams &GetActualVideoModeParams() const = 0; virtual const VideoModeParams &GetActualVideoModeParams() const = 0;
virtual bool SupportsRenderToTexture() const { return false; } virtual bool SupportsRenderToTexture() const { return false; }
virtual RenderTarget *CreateRenderTarget( const RenderTargetParam &param, int &iTextureWidthOut, int &iTextureHeightOut ) { return NULL; } virtual RenderTarget *CreateRenderTarget() { return NULL; }
virtual bool SupportsThreadedRendering() { return false; } virtual bool SupportsThreadedRendering() { return false; }
virtual void BeginConcurrentRenderingMainThread() { } virtual void BeginConcurrentRenderingMainThread() { }
@@ -476,7 +476,7 @@ bool LowLevelWindow_X11::SupportsRenderToTexture() const
return true; return true;
} }
RenderTarget *LowLevelWindow_X11::CreateRenderTarget( const RenderTargetParam &param, int &iTextureWidthOut, int &iTextureHeightOut ) RenderTarget *LowLevelWindow_X11::CreateRenderTarget()
{ {
return new RenderTarget_X11( this ); return new RenderTarget_X11( this );
} }
@@ -23,7 +23,7 @@ public:
float GetMonitorAspectRatio() const; float GetMonitorAspectRatio() const;
bool SupportsRenderToTexture() const; bool SupportsRenderToTexture() const;
RenderTarget *CreateRenderTarget( const RenderTargetParam &param, int &iTextureWidthOut, int &iTextureHeightOut ); RenderTarget *CreateRenderTarget();
bool SupportsThreadedRendering(); bool SupportsThreadedRendering();
void BeginConcurrentRenderingMainThread(); void BeginConcurrentRenderingMainThread();